Got the octree data to the GPU and it's traversing it, but it having some corruption issues. Endianness???

This commit is contained in:
MitchellHansen
2017-09-24 00:50:09 -07:00
parent ba11f9c081
commit ebce781eb3
12 changed files with 403 additions and 152 deletions

View File

@@ -7,10 +7,35 @@
#include "CLCaster.h"
#include "LightHandle.h"
// Typical light workflow:
// 1.) Create light prototype with desired values
// 2.) Submit prototype to the LightController
/**
* Light Handle :
* - Contains data relating to movement, and a reference to the rbgi, direction, and position
* elements in the LightController.
* - Resultant of the use of LightController.create_light(LightPrototype). Cannot be self instantiated.
* - On deconstruction, light data is removed from the LightController via a reference and the light disappears
*
* LightPrototype :
* - Contains the desired starting values for the light. The LightHandler object will then be
* instantiated using this data
*
* PackedData :
* - We need to single out the data that the GPU needs into a single contiguous
* array. PackedData holds the values for position, direction, and rgbi
*
* LightController :
* - Contains the PackedData array in a static sized array.
* Empty light slots are set to 0 and still sent over the line
* TODO: This introduces light limits and inefficiencies
* - Contains a factory that takes LightPrototypes and generates unique ptr LightHandles.
* Each light handle is given a light index enabling light removal.
*
* Typical light workflow:
* 1.) Create light prototype with desired values
* 2.) Submit prototype to the LightController
* 3.) Get a light handle back from the controller
* - The handle is unsafe and will break if it exceeds PackedData's lifetime
*
*/
struct LightPrototype {
@@ -56,8 +81,10 @@ public:
LightController(std::shared_ptr<CLCaster> raycaster);
~LightController();
// find a free light 'slot' and create
// find a free light 'slot' and create the light
// LightHandles are single instance single lifetime data structures
std::shared_ptr<LightHandle> create_light(LightPrototype light_prototype);
void remove_light(unsigned int light_index);
void recieve_event(VrEventPublisher* publisher, std::unique_ptr<vr::Event> event) override;